Add Stat Damage ring monogram and effective damage breakdown UI#56
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derivagral wants to merge 3 commits into
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Add Stat Damage ring monogram and effective damage breakdown UI#56derivagral wants to merge 3 commits into
derivagral wants to merge 3 commits into
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Pin two eDPS headline stats (Effective Damage + Effective Damage (Offhand)) to the top of the Character tab's eDPS section. Each shows the fully computed per-hit number and exposes a structured breakdown (FLAT × (CHD+DB+SD) × SCHD × WAD × EMulti × BD, then × (AD+AFFIN) × ED for offhand) via an extended StatTooltip, making the whole damage formula debuggable from hover. Defaults to boss damage with a small toggle in the eDPS section header to flip both headlines between Boss and Normal. The existing Hit/Offhand DD component lines remain below. Fixes the ring 'Stat Damage' monogram (DamageForStat.Highest): adds a new statDamageFlatBonus derived stat (+15 flat per 150 highest stat) wired into edpsFlat, and repoints the monogram config off the placeholder monogramValueFromStrength. Previously the ring had no visible effect on damage. https://claude.ai/code/session_012qP9bZZPb7YSxS1tsPd1AW
- Move eDPS to the top of the Character stats panel - Drop the boss/normal toggle; always show boss damage - Merge weapon-hit and offhand into one Effective Damage line; the tooltip walks the full formula (FLAT → … → BD → Weapon Hit subtotal → AD+AFFIN → ED → Offhand Hit total) in a single breakdown - Hide the intermediate edpsDDNormal/edpsDDBoss/edpsOffhandNormal/edpsOffhandBoss display rows since those values are now surfaced inside the tooltip - Add a `fullName` field on each breakdown term, rendered as muted subtext and exposed via title attribute so users can read the acronym's meaning without leaving the tooltip https://claude.ai/code/session_012qP9bZZPb7YSxS1tsPd1AW
Each of the eight eDPS component stats (edpsFlat, edpsAdditiveMulti, edpsSCHD, edpsWAD, edpsEMulti, edpsBD, edpsED, edpsAD) now exposes its own formula breakdown so hovering any sub-stat shows exactly which stat IDs contributed to the bucket, mirroring the Effective Damage headline's tooltip. The legacy Damage row was a partial snapshot (weapon flat × 1 + damageBonus%) that never reflected monogram flats like the Stat Damage ring or flatDamageMonogramBonus, so it's dropped from the offense section in favour of the fuller Effective Damage number. Its base/bonus affixes stay consumed so they don't surface as raw rows. Monogram-sourced terms and source entries now render in purple via a shared --monogram-purple token so users can visually separate gear affixes from monogram effects in the tooltip. https://claude.ai/code/session_012qP9bZZPb7YSxS1tsPd1AW
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Summary
This PR adds support for the Stat Damage ring monogram (Ring Monogram: Damage for Stat) and introduces rich breakdown tooltips for effective damage calculations. The changes include a new derived stat for flat damage scaling with highest attribute, integration into the eDPS calculation chain, and UI enhancements to display damage formulas and toggle between boss/normal damage targets.
Key Changes
statDamageFlatBonuscalculates +15 flat damage per 150 of highest stat, configurable and disabled by defaultstatDamageFlatBonusto theedpsFlatdependency chain so ring monogram damage feeds into total flat damageedpsEffective: Main damage output (boss by default, toggleable to normal)edpsEffectiveOffhand: Offhand ability damage with separate boss/normal calculationsuseDerivedStatsto acceptedpsTargetoption and merge it into config overrides; pinned headline stats to top of eDPS sectionDamageForStat.Highestmonogram config to reference the newstatDamageFlatBonusstatImplementation Details
statDamageFlatBonuscalculation usesMath.floor(highest / statInterval) * damagePerIntervalfor consistent scalinguseDerivedStatsoptionshttps://claude.ai/code/session_012qP9bZZPb7YSxS1tsPd1AW